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Patching extra functionality into <gamemd.exe>
Quote:YR + Alpha =
there seem to be special classes just for making those 25%, 50% and 75% alpha features working,
Not right. However we can make own blitter for any transparent value.
Quote:I really don't know what WW's problem was (assuming they used Direct3D).
LOLLOLLOLLOLLOLLOLLOLLOLLOLLOLLOLLOLLOLLOLLOLLOLLOL
YR NOT use Direct3D at ALL!
It use Direct Draw.
Quote:anyway, the possibility of having 16 bit shps is exilarating
It will show normal.
Quote:Does RockPatch allow for disabling of the new GUI sliders
Yes. You can use ShowTechLevelSlider=yes/no for TechLevel SliderSmile
Quote:I tried negative damage and the attacked unit was healed!
Yes. It's used in many mods.
ARM forever - x86 sucks!


though, why does the YR box say (under "system requirements") that you need Direct3D as a 3D-accelerator?!?!?

but true, YR doesn't use any D3D imports

EDIT:
YEAY! this post is 1337 Tongue
[Image: jsfml.png]
Quote:though, why does the YR box say (under "system requirements") that you need Direct3D as a 3D-accelerator?!?!?
It's errorUnhappy
Quote:but true, YR doesn't use any D3D imports
It's not shown anything.
I can write app WITHOUT any importsLOLLOLLOL
ARM forever - x86 sucks!


I think the thing with negitive damage IEs was for cross-types. Like a machanic.
About laser size once againSmile
Laser is only lines which draw with special coordinates.
maybe try to write anything like:
for (int i = 0; i < laser_size; i++)
{
   temp_surface.DrawLine(Start.x + i, Start.y + i, End.x + i, End.y + i, color);
}
I will try it Smile
ARM forever - x86 sucks!


yes, I believed it should look kinda like that.
the only problem could be the color and well the coordinates.
so you could make it draw the two(?) outer colors first, then loop the central color using your looping code, and then draw the second outer colors.
it should be possible.
[Image: jsfml.png]
Firstly we can do simplest variant: without outer colorsSmile
ARM forever - x86 sucks!


It might be more useful if instead of having the repair weapon logic only target unit types (when on a vehicle) and infantry types (when on an infantry), it could be made to target specific ARMOR types. This way any variations such as a Mechanic would be feasable.
[Image: alexstand1.gif]
Good news, people!
I try to make plane with non-helicopter-style.
some good results:
(But it work only when plane fly up, when plane sits down it's not workingUnhappy


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ARM forever - x86 sucks!


YR uses DirectDraw, not Direct3D AFAIK. DirectDraw is basically an API that hooks into Direct3D to do accelerated 2D graphics, so a Direct3D compatible graphics card would be required.
[Image: antitxtbanner3eg.gif]
Lookin good Smile

Did my sugestions on PPM about aircraft help? Or did you do something else?
Quote:Lookin good
Yes. Only when it plane fly up.

Quote:YR uses DirectDraw, not Direct3D AFAIK.
Yes.

Quote: into Direct3D to do accelerated 2D graphics, so a Direct3D compatible graphics card would be required.
No. YR NOT USE ANY accelerations at allUnhappy
ARM forever - x86 sucks!


2CnCVK&pd
Will there a tiberium deaths in RP1.09? This is when infantry dies on the tiberium Smile I know that you know this Tongue 2
Check my C&C Renessans for YR on ModDB HERE
[Image: renubarcl5.gif]
[Image: rs.gif]
@pArtizAn
   Maybe.
I added "Info" dialog in options menu (only for fun LOL )


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ARM forever - x86 sucks!


CnCVK Wrote:@pArtizAn
   Maybe.
Please make it! It's very important for my mod!SmileWink
Check my C&C Renessans for YR on ModDB HERE
[Image: renubarcl5.gif]
[Image: rs.gif]




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